Spring 2018 - Syllabus
Psych. 425, Human Computer Interaction
Professor - Erik Nilsen (nilsen@lclark.edu )
Room 121 Bio/Psych Building - Wednesday 6 - 9 p.m.
coursepack of selected readings in electronic form.
Class Moodle Page | Online Repository of Class Resources | Student Web Pages | Link to ACM Digital Library
Computing technology is radically changing the manner in which we work, play, shop, and communicate. The field of human-computer interaction (HCI) is highly interdisciplinary, bringing together researchers and practitioners from fields such as Psychology, Computer Science & Engineering, Business, Sociology, Linguistics etc. HCI researchers and developers have a common focus of creating and/or evaluating technologies which can expand the frontiers of human capabilities (functionality) while at the same time trying to match these technologies to the abilities of the people who will use them (usability).
This course will include a broad survey of many HCI topics, each studied from a psychological perspective (including cognitive, social, developmental, clinical and health psychology). We will not be using a textbook. The readings will be primarily journal articles from the fields of psychology and computer science. Reading the articles before class and being ready to discuss them and/or apply the knowledge to class projects is very important. Individual writing assignments serve as one way to evaluate your active engagement with the readings. (see below).
Reaction Papers -Before specified class sessions in which we discuss an article, you are to read it and write some comments on the article. This can include a brief summary of the stated purpose of the article, how well the authors fulfilled that purpose, and what methods they used. You can also write any questions about concepts that were either unclear in the article or which need further elaboration. If you find any connection with other articles we have discussed in class or from your own experience, include these insights as well. Each paper should be less than 3 pages and take no more than one hour to write (above and beyond the reading time). The papers will be used to inform class discussions, and undergo peer and instructor review.
Another component of the course will be learning to author web pages following appropriate HCI design guidelines.
Use of computers, speaking and writing will be integral to this course. Projects will include:
1) Geek Speak - On selected days, students will take turns giving a 5 - 10 minute oral presentation on some arcane computer acronym, terminology or technology relevant to the current topic. Everyone will be responsible for 1 day and Erik will help you with a topic if necessary. Along with the presentation you will prepare a web page to augment your presentation.
2) In-class group activities including group decision making, brainstorming and debates. Students will serve as participants, observers, and researchers in evaluating the impact of technology on psychology and vice versa.
3) For a final website project, each student will conduct an individual exploration of computer resources on the internet for a specific topic, create a web site, and evaluate several class members web sites. For example, you could study the American with Disabilities Act and design a computer system for a user with a specific type of disability. Virtual reality systems for treating phobias, wearable computers, intelligent agents, and MUD's are other possible topics. Along with the web site development, you will utilize it to lead a class exploration of your topic and revise the website afterwards based on the peer and instructor feedback you receive. Beginning on March 1st we will have 2 or 3 final project presentations each class period.
Course Schedule - The class web page is
the definitive location for upcoming class topics and assignments. The class
topics will evolve and change depending on new developments in the field and
student and faculty interest. I will promise to give you at least one weeks
advance notice on readings and assignments.
Consistent attendance and active participation in class
discussion and activities is vital to the success of the class. Missing more
than one class sessions will result in a significant reduction in your course
grade (5% for each additional day).
At times during the semester a significant amount of out of class time will be needed to work on projects. Since some of this will use the resources only found in the HCI lab, you will have evening and weekend access to the lab when it is not being used for other purposes. Strict guidelines will need to be followed in order to maintain the security and safety of both people and the computing equipment.
Spring 2018 Office Hours - Tuesday 11:15 a.m. - 12:30 p.m. , Wed. 5 - 6 p.m., --- Bio/Psych #236. I have an open door policy. Feel free to drop in at other times. If my door is open, I am available to chat. If it is closed, I am either gone or working on a project with a deadline. Leave a message on my white board or with the departmental administrative assistant. |
My overarching goals for 425 are for you to acquire an understanding of the various connections between the study of psychology and the development of computing technology. The learning objectives for this class include:
1. Explaining the value of psychological perspectives to developing and understanding the impact of computing technology by
2. Engaging in high-level discussion in response to scholarly readings by:
For the web site development project specific goals include:
3. Demonstrate independence and intellectual maturity in the production of knowledge for an academic audience by:
Course Schedule and Assignments
Day & Date |
Topic |
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Introductions, Acronym Game and Overview of Final Website Project. Examples from past classes. Can Virtual Reality Make You a Better Person? Gamification: Productivity, Self-Improvement, and Pro-sociality through Crowdsourcing Technological Treatments for Depression The Uncanny Valley in Robot-Assistred Therapy Introduction to HCI and Quantified Self Technology Quantified Self is the buzzword that is most often used to describe the use of wearable and sensor based technology used to help people with personal goals of measuring and improving their health and change behaviors. We will be exploring this intriguing topic through 3 technological tools spanning physical health (Fitbit Activity Trackers), mindfulness and emotional health (Wild Divine biofeedback devices) and cognitive health (Lumosity brain training games). Here is an intriguing video talk by a QS researcher on Quantified Self and Mindfulness where she is wearing what looks like christmas tree lights that turn on when she smiles! Articles to Read BEFORE class time!
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W Jan. 24 |
History of Computing and Human Computer Interaction
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W Jan. 31 |
Cognitive Modeling (GOMS, KLM and Kin!)
Do the KLM analysis That I passed out last class period and e-mail Erik (nilsen@lclark.edu) a spreadsheet with your calculations before you read the Neilsen and Phillips Paper. As we discussed last week, One thread of research in HCI is to apply principles and findings from Cognitive Psychology to help design software that matches our cognitive abilities and maximizes efficiency. I have 2 papers for you to read that span a 20ish year period of progress in this Cognitive Modeling Approach. This first one features LC students in the first ever HCI class that I taught at LC using their new knowledge of the KLM model to compete with experience Human Factors Professionals to see who can come up with the best predictions! Would I assign it if we didn't come out alright! Jakob Nielsen and Victoria L. Phillips. 1993. Estimating the relative usability of two interfaces: heuristic, formal, and empirical methods compared. In Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems (CHI '93). ACM, New York, NY, USA, 214-221. DOI=http://dx.doi.org/10.1145/169059.169173 This second article is a very recent study that uses a more sophisticated Cognitive Model called EPIC and explores ways to improve the model to deal with visual search in modern interfaces. David E. Kieras and Anthony J. Hornof. 2014. Towards accurate and practical predictive models of active-vision-based visual search. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 3875-3884. DOI=http://dx.doi.org/10.1145/2556288.2557324 Reaction Paper (due by class time, posted up on the moodle)Briefly (500 wordish each) summarize the goals, methods, and findings of each paper. In another 500 words or so, contrast the approaches of these articles and what changes and developments do you see in these papers compared to the original Card and Moran paper that your read earlier that introduced you to this type of modeling from 1986?
Brain Training: Hype or Hope, Fact or Fad? Each of us now has a Lumosity account. Your Experiential homework is to do the brain training workout at least 4 days before this class period! Be ready to discuss what you like and do not like about the games and this approach to training your mind! The whole class will be reading a short Editorial and a lengthier Review Paper to get an overview of Brain Training Research and Development. Here is one more really good Meta Analytic Paper that was just published this month! Shah, T. M., Weinborn, M., Verdile, G., Sohrabi, H. R., & Martins, R. N. (2017). Enhancing Cognitive Functioning in Healthly Older Adults: a Systematic Review of the Clinical Significance of Commercially Available Computerized Cognitive Training in Preventing Cognitive Decline. Neuropsychology Review, 1-19. be ready to discuss these 3 papers at the beginning of class
Internet Search Moodle assignment.I also want each of you to find one empirical study from 2015 or later that purports to find support for the benefits of Brain Training and another study that fails to find evidence for Brain Training benefits. Try to be selective choosing two articles that look at one type of cognitive ability (working memory, peripheral attention, creative problem solving) or a particular user group (e.g. preschoolers, brain trauma patients, Austistic kids, Dementia patients) on our moodle page. I want you to include a link to the articles and write a couple of paragraphs summarizing the research and its findings and critiquing them. Which study do you find more convincing and what other evidence is needed to really prove that brain training can help this ability or this group of people.
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Wed. Feb. 7 |
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Wed. Feb. 14 |
Developmental Psychology Perspective in HCI
User Interfaces for Young and Old. Maddy D. Brouwer-Janse, Jane Fulton Suri, Mitchell Yawitz, Govert de Vries, James L. Fozard, Roger Coleman. interactions magazine, march/april 1997, 34 - 46.
Give and Take: Children Collaborating on One Computer. (html page) Kori Inkpen, Kellogg S. Booth, Steven D. Gribble and Maria Klawe. CHI '95 Conference Proceedings Short Paper, 258 - 259. Guernsey, L. (n.d.). Can Your Preschooler Learn Anything From an iPad App? Retrieved February 1, 2015, from http://www.slate.com/articles/technology/future_tense/2012/05/interactive_screen_time_for_kids_do_educational_ipad_apps_teach_toddlers_anything_.html HeartBeat: an outdoor pervasive game for children. Magielse(2009) Nostalgia: an evocative tangible interface for elderly users. Nilsson(2003) DanceAlong: supporting positive social exchange and exercise for the elderly through dance. Keyani(2005) Social yoga mats: designing for exercising/socializing synergy. Nagargoje(2012)
Final Project Idea Forum (Post initial idea on Moodle by Tuesday Feb. 13th)Here is where you will post your topic for your final project. For this initial posting, provide a title for your potential topic, a paragraph where you talk about your initial ideas for what you plan to explore and some initial online resources that you have identified that are relevant to your topic. A good topic will have connections to psychology and user interface design, have at least some empirical research and available information about the theory and development that relates to it. I also want you to include links, citation information and an abstract for at least 2 journal or conference paper articles that relate to your topic. Here are links to 2 final project pages from previous classes. Children and Technology https://sites.google.com/site/karmarosemacias/welcome Virtual Reality: Prosocial Behaviors http://virtualrealitycfranco.weebly.com/
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Wed. Feb. 21 | Clinical and Abnormal Psychology Franz Gravenhorst, Amir Muaremi, Jakob Bardram, Agnes Grünerbl, Oscar Mayora, Gabriel Wurzer, Mads Frost, Venet Osmani, Bert Arnrich, Paul Lukowicz, and Gerhard Tröster. 2015. Mobile phones as medical devices in mental disorder treatment: an overview. Personal Ubiquitous Comput. 19, 2 (February 2015), 335-353. DOI=10.1007/s00779-014-0829-5 http://dx.doi.org/10.1007/s00779-014-0829-5 Accompanied by an eclectic collection of articles on the diagnosis, treatment, and impact of technology on mental health. Emotion Map: A Location-Based Mobile Social System for Improving Emotion Awareness and Regulation Empath: A Continuous Remote Emotional Health Monitoring System for Depressive Illness Automated Social Skills Trainer We will also have a round robin show and tell session of Apps that you have found and tried out for some aspect of mental health monitoring, education or treatment. Each of you find one an post it and a brief description on the class Moodle Page Forum called "There is an App for That DSM Diagnosis". Look to see that no one else has posted the App the you found. Each person needs to find a unique one. (First Find and Post claims ownership!).
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Wed. Feb. 28 | Cyborg Psychology and Brain Computer Interfaces! |
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Wed. Mar. 7 | CHIFOO Field Trip!CHIFOO is the Computer Human Interaction Forum of Oregon. CHIFOO (pronounced ‘ky - FOO’), Computer-Human Interaction Forum Of Oregon, a local professional chapter of the ACM SIGCHI, serves practicing professionals, academics and students in the Oregon and Southwest Washington region through lecture series, workshops and networking in the areas of User Experience, Usability and Interaction Design. Humanizing Technology For The Betterment AllElizabeth Bacon, Devise ConsultingIn this talk, Liz will use the breadth of her professional background and core design practices to expound on the fundamental responsibility we have in HCI fields to humanize technology for the betterment of all. Her deep experience in user research, interaction design, product management as well as entrepreneurship all reflect her passion for solving wicked problems and ensuring that we’re making the world a better place through our work.
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Wed. Mar. 14 | Ali MacMillan - Technology and Sexual Violence.
Read the following 2 articles that were e-mailed to you and be ready to discuss them. ‘Call if You Have Trouble’: Mobile Phones and Safety among College Students – Effects of Anti-Rape Video Content on Sexually Coercive and Noncoercive College Men's Attitudes and Alcohol Expectancies – We would also like you to find 2 apps related to sexual assault and put them up on the class moodle forum on AppsForSexualAssault. With each app, provide a brief overview of its purpose and how much you feel that it is helpful. Please post these by Tuesday night to give Ali and Erik time to look them over and incorporate your finds into the discussion on Wed. night. Ben Kassman - Predictive ContentStart by reading the Machine Learning article, as it gives a good overview of the topics that the rest of the items cover.
From here, the Crash Course video gives a great explanation i more detail on the actual mechanics of machine learning, and a brief overview of AI, though that term has largely fallen out of usage in favor of more specific ideas in the last decade.
Take some time to play around with the deep learning car game! The algorithms randomly generates 20 "cars", which are basically random polygonal shapes with a random number of wheels (all randomly sized) spinning at random speeds. From here, it tracks the progress of the cars along a path, keeping track of which ones go further at what speed. Finally, it uses a genetic algorithm to combine the most successful car designs to create the next generation. This process takes into account the features of the cars that did the best and combines them, with slight mutations to create new cars. As the algorithm goes through more generations, more cars will be generated that succeed, occasionally leading to multiple "species" of cars that look different from one another, but are successful. This gives a practical example of how machine leaning works
Finally, read through the "The Gay Market is Dead: Long Live the Gay Market" article. It is a really interesting discussion on how marketing algorithms have taken advertising away from stereotypes ideas of customers: i.e. "A white gay man will buy this product", to an idea that both strays from identity politics, while also looking to more and more specific identities that people identify with. Marketing algorithms act more on "if person x does this, they will do y" than "if a person is x, they will do y". I thought that the article raised a lot of interesting points, and I would love for people to bring discussion points from the article to class.
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Wed. Mar. 21
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The first topic is a final project from last year's class that is unlike any of your projects and I think quite interesting.
Can Virtual Reality Affect Real World Behaviors? by Michael H.
The second topic is the use of Social Psychology and Social engineering to scam computer users. Evil Techniques such as Phishing, Smishing, Tab Nabbing, Like Jacking and many more will be discussed and strategies to detect and avoid cyberattacks will be covered.
Take this online Quiz before class to see how good you are at detecting sketchy scammers. Come with examples of scams that you have been a victim of and how/if you were able to detect and avoid them.
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Wed. Mar. 28 | ||
Wed. Apr. 4 | Student Led Final Website Presentations
Read and be ready to discuss Baring the Sharing Economy: Concepts, Classification, Findings, and Future Directions. This paper is a recent summary of the sharing economy and tries to start defining the different categories of companies in the sharing economy, as well as reviewing the research on several different aspects of the sharing economy. The first three sections are the ones that you should focus on, as the rest get a little too in depth to be relevant for our purposes. After reading the article, think of two resources that you have an excess of and two resources that you could use more of. These resources could be food, tools you don’t use, space for storage, or anything else. Post these resources on this shared Google Doc. and on Wednesday we will see if any of our needs match our excesses. First of all, I'd like you all to read Towards a Feminist HCI Methodology: Social Science, Feminism, and HCI on Feminist HCI Research. This provides a great introduction into the world of Feminist HCI and what it really means. It connects feminist theory and ideas in feminist social sciences to research in HCI and outlines important factors in HCI methodology.
Then, I would like to look at Feminist HCI: Taking Stock and Outlining an Agenda for Design. By the same author, this paper looks at the applications of feminist HCI. The first half of this paper is a little redundant so you can skip ahead to the section titled 'FEMINISM IN HCI: THE STATE OF THE ART' (pg 4) and read the rest of the paper. I like the tangible ideas included in this part of the paper and how it talks about the importance of inclusivity in design.
Last but not least, I'd like each of you to find a popular(ish) game that involves a playable lead female character and post it on moodle. Include the name and some details on the objective of the game and some information on the female character's role in the game.
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Wed. Apr. 11 |
Student Led Final Website Presentations (2-3 per night)Hey guys! Lets start talking about virtual humans. For my final presentation next week I would like everyone to read the linked paper titled "It's only a computer; virtual humans increase willingness to disclose" and be ready to talk about what your initial reactions were to the idea of disclosing to a computer, and whether or not you believe the results found in this study would apply to you. Everyone should also find a chatbot online to talk to for a little while (just a few minutes will do) and post on a moodle discussion what their bot was and how believable it was. Some chatbot suggestions are can be found here: https://chatbotsmagazine.com/which-are-the-best-intelligent-chatbots-or-ai-chatbots-available-online-cc49c0f3569dMy presentation will be about screen readers, an assistive technology for blind and visually impaired people.
I would like everyone to read Revisiting breadth vs. depth in menu structures for blind users of screen readers by Harry Hochheiser and Jonathan Lazar from Interacting with Computers, Volume 22, Issue 5, 1 September 2010, Pages 389–398. https://doi-org.watzekpx.lclark.edu/10.1016/j.intcom.2010.02.003 I've also attached a text file of the article in the case you can't log in or are off campus. Don't worry if you don't really understand what a screen reader is after reading this article; I'll go in-depth explaining the parts during the presentation. The only other thing I ask is that you make sure to bring your phone to class, and if you have an iPad, bring that too. We'll be doing an interactive demonstration at the end.
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Wed. Apr. 18 |
Student Led Final Website Presentations (2-3 per night)
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Wed. Apr. 25 | Student Led Final Website Presentations (2-3 per night)BioFeedback and Affective Design in Videogames: Sam My presentation will be about video games and how they influence our emotions. I know many of you don't have enough time or interest for games, but consider playing a simple mobile or browser game before class. This is totally optional, but it might give you some investment in the subject that could be useful for discussion.
Also, I would like you to read this paper:
and be ready to discuss in class. Try and pay attention to the difference between "biofeedback" and "affective feedback." Thanks!
My presentation is about Ubiquitous Computing and I'd like everyone to read one of the seminal papers, written by Mark Weiser (who founded the term in 1988) - The Computer for The 21st Century. As you read, think of how that initial idea has taken shape and changed over the years.
If you are interested (not required) , the second article talks about quantizing privacy in an environment of ubiquitous computing.Activity (For class): What does Facebook categorize your information as?
I will be presenting on Speech Recognition on Wednesday, and I would like you to do the following activity on Moodle:
Use talk to text (WhatsApp, Kik, Google Translate, WeChat, or other free voice to text apps or software, click the microphone icon on your keyboard to start talking), or a virtual assistant (Siri, Google, Alexa, Cortana, Bixby). Say a phrase of your choice in your normal voice, and then say the same phrase while altering your voice (fingers pulling the edges of your mouth outward, pencil in your mouth, clenched teeth, tongue at the roof of your mouth, or an extreme lisp). Compare your results: did your speech to text work both times? If there were errors, what were they? Add screenshots if you want!
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Wed. May 2 FINAL Exam Period 6 - 9 p.m. |
Immersive VR and Feast in RL |
Nilsen's Search Engines and Document Repositories of Choice
The source for most of our class readings, free downloads of full text files from on campus |
A place to search for the meaning of those Computer Acronyms and "Geek Speak" terminology |
A 2nd site for elucidating High Tech obfuscation |
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News article summaries and links that can serve as stimulus ideas for your Web Site Project
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Special Interest Group on Computer-Human Interaction
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HCI Specific
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Erik's 15 minutes of Fame in Cyberspace. My research is reported in Wired News online edition.